New mod. See the Nexus page:
https://www.nexusmods.com/morrowind/mods/54448
If you have advice to improve my code...
1 messages · Page 1 of 1 (latest)
New mod. See the Nexus page:
https://www.nexusmods.com/morrowind/mods/54448
If you have advice to improve my code...
Very cool idea, I love it!
FINALLY!
Fine to add mid save?
I think it's fine. I don't see any problem.
Wandering into ruins with NPCs will be carnage now huh.
Any issue with tamriel rebuilt you can foresee?
If TR (or any mod) adds other wildlife creatures, my mod does not take them into account. I don't use TR.
New version. See the Nexus page.
Cool! Would the new version work with creatures added by other mods, like Tamriel Rebuilt?
No, like i said 2 posts before... 🙂
If you want to edit my lua file to add them, read my today post on the Nexus page.
New version: little code improvement (perf)
New version: 1.2:
New version: 1.3:
Correction: now wildlife creatures don't change combat target (unless attacked)
We need the ability to add creatures that are used in the sheets, and we also need a stop sheet for some NPCs. The man who lost his pants
Gnissis will be eaten by fish, like many NPCs who need escort in dangerous zones.
I'll take a look. But I'm going to be out of home for a few weeks...
I just checked: there is no wildlife near the pantless man in Gnisis...
As i said in Nexus:
But the idea of a blacklist could be good. I will see that.
To add (or withdraw) wildlife creatures, you can easily edit the lua file. See the last version... (1.3.1)
New version: 1.4: Optionnal NPCs blacklist added
And another question, will the guards protect the NPCs or just the player?
I would like to have another mod. When NPCs see a fight with a creature, they should call for help and run away.
Guards naturally attack creatures in combat. So we can say they "protect" NPCs against creatures.
But they don't protect against NPC attacks (neither the NPCs nor the player).
Protective Guards mod protect the player, but doesn't protect the NPCs.
But it just so happens that I made a Protective Guards addition that protect the NPCs too! and another important thing!... See my march 20/27th post in the Protective Guards POSTS tab in Nexus...
For its part, kuyondo, the author of Protective Guards, is planning to publish an update with NPCs call and flee as you say, i think.
I haven’t delved much into how protective guards work.
, but if they start defending against NPCs, then this will put the law on the player's side.
You insulted the NPC, he attacked and the guards ran to kill him. the correct solution would be to reset the fight value and stop the fight (as if the NPC had paid a fine). And at the same time have a black sheet where there would be assassins, frieze witches and so on.
Read my march 20/27th post in the Protective Guards POSTS tab in Nexus, and perhaps you will like my Protective Guards modification/additions...
There is only one law in Morrowind - the empire. All great houses are subject to the law of the empire.
The situations you describe cannot exist.
This is in your head. £:^) Safe journey, my friend.
This comes from lore and game dialogue. The guards greet with the phrase: I'm an officer of the Imperial law. Move along. (And the guards of the great houses and the ordinators).
All faction “feuding” occurs unofficially, while the uniform law is strictly observed.
And the whole problem is because the battle is to the death (in your version of the mod). And you have to come up with factional support. In fact, the guard will calm the instigator and the problem will be resolved.
Dunmer can always order services from the Morag Tong if someone goes too far)
You should replay the quest Larrius Varro Tells a Little Story). It describes in great detail how everything works. The Legion can't just come and kill whoever it needs. Everything must be done according to the law (and this is where politics begins). “Suddenly” at the end of the game an order will come for it from the Morag Tong.
Nice speech. The result is that Protective Guards + my modifications are more realistic that the original game. But i respect your choices.
New version: 1.6: bug correction
New version: 1.7: bug correction
New version: 1.8: ai package detection improvement (for "Unknown" type)